Illuminators are a very secretive group of
Taraboners who hold the secrets of creating illuminations, or fireworks. Every
single member is a Taraboner, and only those born into the guild possess the
knowledge of creating fireworks. On very rare occasions, a guild member will
marry someone not inside the guild.

Personality: Illuminators are
very secretive, and aside from those that perform their displays or sell the
smaller fireworks, are rarely seen outside their chapter houses. Illuminators,
even rogue ones, never reveal their secrets.

Physical Description:
Illuminators appear like Taraboners, only they rarely mask their faces. Many
women wear their hair with a multitude of tiny braids.

Relations: The Illuminators a
highly secretive. They sell smaller fireworks, and perform displays with larger
ones, but all are expensive and if items are sold they come with warnings not to
try and open the objects because they might go off (which is true, but highly
unlikely). Illuminators and their displays are highly sought by nobility, and
small villages try hard to get a few fireworks for a display maybe once a
generation. Due to the rarity of the items they sell, Illuminators tend to have
the potential for a lot of political power and favors. Anyone caught on the
grounds of a Chapter house has a very large chance of being killed, and any
Illuminator that goes rogue is considered to have a death sentence on him by the
guild.

Lands: The Illuminators have two
chapter houses, the main one in Tanchico and a second in Cairhien. The Cairhien chapter house
was destroyed when Rand al'Thor first went through the city, and the Tanchico chapter house
was destroyed during the fighting following the Dragon being reborn and the
Seanchan invasions. Rumor has it that they are looking to establish a new chapter house
in Amadicia, however they have as of yet been unable to do so.

Adventurers: Illuminators are
rarely adventurers. They few that are lean towards the Armsman (for guards) and
Wanderer classes.

Illuminator Knowledge:
Prerequisite:
Must be married to an
Illuminator.Benefit: Craft (fireworks) and Knowledge
(Illuminations) are class skillsNormal: Craft (fireworks) and Knowledge
(Illuminations) are cross-class skills, and may only be learned through specific
instruction.

Craft (fireworks)You are trained in the creation of fireworksCheck: Fireworks are different than normal crafting skills.
Guild members can obtain the materials for creating an object from the chapter
house, or from natural surroundings. If they have to obtain materials
themselves, raw materials cost 1/4 the selling price (instead of 1/3 like normal
items). Like normal craft skills, there is a -2 penalty if artisan's tools are
not used.

Item

DC

Firecracker

15

Fireworks

20

Illuminator's Rocket

30

If the craft check fails, the item is useless. If
it fails by 5 or more, a mishap occurs and the object explodes. A firecracker
causes 1d4 damage to the crafter, a firework causes 1d8, and an illuminator's
rocket causes 2d6. Splash damage occurs for a firework (1d4) and an illuminator
rocket (1d6). If there are other fireworks in the area, there is a 10% chance
that they will go off as well.Special: This is a cross-class skill for all non-illuminators,
and may only be learned through specific instruction from a guild member. Only a
rogue guild member would even consider it, and then it would be extremely rare.
If the guild finds out that a non-guild member knows how to make fireworks, they
will attempt to kill both him and the person who taught him.

Firecracker:Cost: 50 mk
Effect: Firecrackers cause a loud bang, and are commonly sold by the guild. They
are small, colorful tubes, wrapped at both ends, with a short fuse. A
firecracker can be used as a grenade-like weapon, causing 1 point of damage if
it hits its target and giving anyone within a 5 foot radius a -4 penalty to
listen checks for one hour.

Firework:Cost: 75 mk
Effect: Fireworks are like firecrackers, except that they have a colorful
display of light along with their bang. They are similar in appearance, but are
larger and not as commonly sold. They can be used as a grenade-like weapons,
causing 1d4 points of damage if one hits its target and offering a -4 penalty to
listen checks for one hour to anyone in a 5 foot radius and a -4 penalty to spot
checks for 5 rounds to anyone within 15 feet looking in the direction of their
explosion.